Omega
Un juego abstracto y sencillo en el que cada conjunto de tus fichas influye en el resultado final.
OMEGA surgió como un experimento sobre la complejidad y la aritmética intuitiva. Ambos conceptos se unieron para crear este pequeño monstruo. Es como una mezcla entre Hex y Go.
En OMEGA, los jugadores intentan formar grupos de su color colocando fichas en un tablero hexagonal, con el objetivo de conseguir el mayor número de puntos. Sin embargo, cada jugador coloca fichas de todos los colores en el tablero.
La puntuación final de cada color se calcula multiplicando el tamaño de los distintos grupos de ese color.
Gracias a las 6 «esquinas» acrílicas incluidas en el juego, se puede jugar en tableros de distintos tamaños, desde un lado de 5 hexágonos hasta uno de 10. También se pueden configurar otras formas de tablero.
Pronto te darás cuenta de que no es necesario calcular tu puntuación durante la partida (multiplicando los valores de tus grupos). En su lugar, utiliza una estrategia intuitiva. ¿Cómo? Tendrás que descubrirlo por ti mismo.
Las partidas de 2 jugadores con un tamaño superior a 8 solo se recomiendan para jugadores experimentados, ya que las puntuaciones suelen ser gigantescas.
OMEGA se diseñó inicialmente para 2 jugadores. Posteriormente, el diseñador añadió la opción para 3 y 4 jugadores, pero la mecánica de juego es completamente diferente.
Número de jugadores: 2 - 4
Duración de la partida: 5 mn
Complejidad: 1 / 5
Juega Omega y 1421 otros juegos en línea.
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Con tus amigos y con miles de jugadores del mundo entero.
Libre.
Juega Omega y 1421 otros juegos en línea.
No es necesaria ninguna descarga - juega directamente desde tu navegador.
Con tus amigos y con miles de jugadores del mundo entero.
Libre.
Sumario de reglas
Omega
A strategy board game of intuitive arithmetic for 2 to 4 players by Néstor Romeral Andrés. Published by nestorgames.
Overview & Objective
In Omega, players place stones onto a hexagonal grid to form connected groups of their color. The player with the highest final score wins! Your final score is calculated not by simply counting stones, but by multiplying the sizes of all your separate connected groups.
Components & Players
- Board: A hexagonal grid of varying sizes (Standard: Side 5 with 61 cells).
- Stones:
- White (Player 1)
- Black (Player 2)
- Red (Player 3)
- Blue (Player 4)
Turn Structure
Players take turns according to the color order: White → Black → Red → Blue.
On your turn, you must place one stone of each active color in play onto any unoccupied hexagonal cells on the board:
- 2-Player Game: Place 1 White stone and 1 Black stone.
- 3-Player Game: Place 1 White, 1 Black, and 1 Red stone.
- 4-Player Game: Place 1 White, 1 Black, 1 Red, and 1 Blue stone.
Note: You first place a stone of your own color, followed by one stone for each opponent in turn order.
The Pie Rule (Swap Option)
In a 2-player game (when enabled), Player 1's opening move provides a first-move initiative. To guarantee balance:
- Player 1 makes the opening turn (places 1 White and 1 Black stone).
- Player 2 may then choose to either:
- Play Normally: Place 1 Black stone and 1 White stone, OR
- Swap Colors (Pie Rule): Take over the White color and its placed stones! Player 1 now plays as Black.
Game End
The game ends when, just before White's turn, there are not enough empty cells remaining to complete another full round where every player places their required stones:
- 2 Players: At least 4 empty cells are needed for a full round (2 players × 2 stones).
- 3 Players: At least 9 empty cells are needed for a full round (3 players × 3 stones).
- 4 Players: At least 16 empty cells are needed for a full round (4 players × 4 stones).
When fewer empty cells remain at the start of a round, the game ends immediately. A few cells will remain empty at game end.
Scoring
At game end, all connected groups of stones (chains of adjacent stones sharing a hexagon edge) of each color are counted:
- A single isolated stone counts as a group of size 1.
- Each distinct connected cluster of stones forms a group of size N.
- Your score is the product of all your group sizes multiplied together:
$$\text{Final Score} = \text{Size}(\text{Group}_1) \times \text{Size}(\text{Group}_2) \times \dots \times \text{Size}(\text{Group}_k)$$
Scoring Examples
- If White has groups of sizes 3, 4, and 5:
- Score = $3 \times 4 \times 5 = \mathbf{60}$.
- If Black has one large group of 12 stones:
- Score = $\mathbf{12}$.
- If Red has groups of sizes 1, 2, 2, 4, and 3:
- Score = $1 \times 2 \times 2 \times 4 \times 3 = \mathbf{48}$.
- If a color has no stones on the board, its score is 0.
Tie-Breaker
If two or more players are tied with the highest score, the winner is the tied player who played latest in round order (Blue > Red > Black > White). This compensates for earlier turn advantage.
Board Sizes & Options
When creating a table on Board Game Arena, you can select the following board sizes:
- Mini (Side 3 / 19 hexes): Ultra-fast blitz game (~9 turns).
- Short (Side 4 / 37 hexes): Quick tactical game (~18 turns).
- Standard (Side 5 / 61 hexes) (Default): Official standard tournament board (~30 turns).
- Large (Side 6 / 91 hexes): Spacious board for deeper group development (~45 turns).
- Expert (Side 7 / 127 hexes): Advanced tactical play with massive scoring potential.
Strategy Tips
- Multiplication vs. Addition: One giant connected group of 10 stones yields only 10 points. But three separate groups of 3, 3, and 4 stones yield $3 \times 3 \times 4 = \mathbf{36}$ points! Aim to maintain multiple healthy groups rather than merging everything into one blob.
- Weaponized Placement: Because you must place stones of your opponents' colors, you can use their stones against them! Force their distinct groups to merge into one, shrinking their multiplier, or trap their single stones in dead corners.
- Avoid Isolated Singletons: A single isolated stone of size 1 multiplies your score by 1, contributing almost nothing to your growth while taking up board space.
- Mind the Endgame Threshold: Count the remaining empty spaces as the board fills up. Knowing when the final round will trigger lets you execute crucial connections or sabotage merges just in time.
Credits
- Game Design: Néstor Romeral Andrés
- Publisher: nestorgames
- Digital Adaptation: Jayadev Haddadi

